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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. never played any house rule, but interesting question ! seems to me very important you may gain reputation (look this guy offered twenty pink cows last year in sacrifice) you may gain loyalty (to the temple, to the clan or any community level, to your friend you need so much the gods help) and it is too the only mean I know to help someone else to improve her worship skill (you sacrifice mp for yourself, you may give the cow to the other one, who gains then the benefit of the sacrifice) note that there is something not in the rules : could the gods be unsatisfied by the ceremony ? because bad sings, too few sacrifice, etc... we may propose some penalty if the whole community doesn't fit the gods expectation.
  2. not white, not black, I would say light grey : if your campaign takes place in a standard gloranthan way, with lunar, sartarite, broos, praxians, etc... I would say no however, if you are running a very (dark / water / light / earth / chaos / air) heroquest and your pc are not from this element (ex orlanthi walking in subere secret place, aldryami walking in magasta deepest place, etc) and "meet" the most hideous and hidden monsters why not. but for me, it would be a kind of temporary stat, something to follow during the quest. (i m thinking about it while i am writing, so apologize if something is not very smart) something like a "test" after each very exposed station. If you don't pass the test (aka you roll under your insanity, you have a penalty for all your tests during the quest and you gain +10 to your insanity. if your success is special, you are ejected from the quest. if your success is critical, you are lost in the heroplane, for ever. then at the end of the quest (successful heroquest, failure, or even ejected by insanity) you roll against this insanity. You succeed ? gain a fear passion (select the appropriate target) this passion starts at 60% or the insanity score (takes the higher) a special ? you fear, but you are attracted to some weird activity (you fear darkness, but you love being with a lot of worms, -10% penalty for any social role) a critical? you gain a flow (no more shadow if you were in subere kingdom, or a "too active" shadow, doing things different from what you body does, for example, with of course penalty ) of course the different issues are cumulative just an idea, and only for very dangerous and ambitious quests
  3. don't know yes Eurmal is able to attract attention (so charisma) but is it for the same reason than Donandar ? when a young child cries during the night on a flight eight seats from you, trying to sleep, it is to attract attention, but I swear, nothing to do with harmony (no personal experience of course) Should Donandar attract attention because no reason except himself (charisma) or because his art (all his spells) that the question, and I have in fact no definite opinion probably not, if you consider a group of artists acting together. But what about a one man show (poetry, oratory, etc...) something without artifice, just static (so no illusion, no harmonize) ? Is it a part of Donandar domain ? if yes a sub cult may provide it ?
  4. I will not help you a lot ! for me there are different answer levels what the cult teaches / what its role in the community is what the worshippers experience is when they Β« leave Β» the mundane world what the gods are then to answer your primary question nothing: the gods don’t differ 😝 what the worshippers see during their heroquests (dislike this word in this case, would like a more religious word than a gameplay/technical word) I don’t know. at least they see their gods with their local fashion gears. They may have no access to some myth because their location (for example Orlanth freeing Heler in the desert part of prax may be hard to visit) what the cults teach and do are then really different. Orlanth is the leader in sartar, ridiculous in some praxian tribes (not all) and just one husband god among others in esrolia (may become the main husband after the hero war so no efficient answer but some ideas I hope
  5. But charisma was in your post 😊 well it was what I (mis)understood too
  6. I think there are three different definition of what is named chaos in glorantha 1) the raw material: the mixed soup in perpetual move and immobility. All possibilities including the nothing something without any consciousness, will or power, without any morale value because there is no sense of morale. Just potential 2) the guys (gods, mortals , or anything) who are dedicated to evil behaviors, destruction suffering annihilation . They understand the sense of morale value and they are against it * those accept and choose their way 3) the guys who are tainted, not because they dedicate their life to evil behaviors but by accident / heir / bad choice. those are cursed * note that implies two things : - One morale value is no universal : something could be acceptable by a community and absolutely taboo by another one. So the chaotic status of a behavior depends on the community - chaos gods, except if they want their own destruction, will not try to send all glorantha in the primal chaos soup (no more existence no more suffering no more chaos god)
  7. Not for me (of course gently) but I agree the mechanism you are describing exists but for me it is not divine magic (that is for me gods who act for you because you believe them aka rune spell) it is hero magic (people worship/believe you and you are able to do again and again some feats you learn by yourself aka hero spell)
  8. Same for me, but at the end, actors will focus on Β« showable Β» fencing sometimes efficiency is boring So they are trained but less efficient and more beautiful than fighter wanting to kill i would manage it with the augment: your sword skill may be augmented by acting or skill/rune/passion like that to deliver a show. But this augment will provide nothing in real fight.
  9. For me it is more a question of experience (so psychology and tactics) you are a poor young militia just hired ? you will panic, do anything, or be surprised and waste time before doing a smart action. In all cases you are a loser or a hero you are an experimented phalanx, with a great history of victories and defeats ? you are trained to face this kind of thing. The first line knows to not move and to trust the other lines you are well organized too, you have people in your rank able to dismiss/command/counter attack it is easy to provide a matrix (several ?) with all the spells needed (all elementals commands) or some elementals of your own cult ready to fight (conditional trigger, wyter, …) at least if I were a war leader (battle lore > 50%) of course I would not let such threat without correct answer. Spend your money for weapons and armors but nothing against magical elemental (or any magical tactic) is ridiculous if you have the ambition to lead an organized unity
  10. I agree with you, for me, it may be usefull (expensive, it depends how many rp you save by "breaking" the phalanx : ROI) but only with people who are not prepared to face this kind of attack, and I m prettyt sure that any military / mercenary unit is trained to face it, as you describe in your posts not so sure 1) your warriors have to cover the distance. They are not yet in melee (or they are dying) 2) your warriors must start as the right times. It is not possible (my point of view) that they are able to move just at the right time to "touch" the phalanx exactly when it is disturbed, they should "see" the elemental to move so first round: "readiness, see, move" second round , ok one attack allowed
  11. have you seen this fundamental thread was not in page 1 ? As a great Order keepr I have to do something here is the future of Glorantha I will named post Argrat ages as "age A+1", "age A+2" ...etc age A 0, gods utuma, it is now not possible to join the god to obtain any spells for personal purpose, rituals may howewer works (bless crops, etc...) At the end, the (new) gods see a new herowar, as some fool people navigate to the end of the world, north, east, west, south, and then can visit the god time again age A+1 the gods decide to close definitively their own world. New Issaries and New Lhankor Mhy find a solution: people going to the west will find the east. People going to the north will find the south. The best form is a sphere New gods change their roles : New Subere will be the external boundary of the word as old subere was the first able to emerge and resist chaos dissolution. Trolls and other dark entities (gods, mortals, spirits, etc...) are able to join subere. Without darkness in underworld, underworld becomes a fire place, New Lodril, now unchained, supplants New Yelm as fire leader. All fire deities go to underworld. Without fire deities in the sky, New Orlanth is now the only master of the sky, and all celestial bodies (moons, planets, ..). Between underworld and sky there are still earth and see. New Ernalda is happy as she has her fire lovers under her and air lovers hum... you see what I mean, bless the goddess To allow communication and ... coordination between all her lovers, New Ernalda obtains that a messenger take the role of the sun, without any other power than become the symbol of the male lover. New Yelmalio less fire than other deities is chosen, new role, new name is " El Male" At the end of the age New Ernalda is tired by her lovers, always discussing, ... never acting. Earth revolt is conducted by elves and dinosaurs. Dwarves succeed to convince New Orlanth to put down the rebellion. New Orlanth "sacrifices" the dead red moon, throwing it to the earth. Dinosaurs are all destroyed. Elves and dwarves destroy each other. Few humans survives, those who where hidden in deep caves age A+2 the gods council decides that both new Orlanth and new Ernalda were wrong. New Ernalda is now deprived of liberty, as the woman is responsible of the original sin. She must only take care of the growth of her children, the plants. Her animal, the serpent, is now considered as the devil picture New Orlanth, who only reacted from the ambitious and lustful new Ernalda is not guilty, but, to avoid any accident, all celestial bodies are given to the peaceful Subere who succeed during all the age A+1 to block chaos. New Subere gets more and more importance, her trolls succeding to gain territories from chaos. The world is changing, New subere, in perpetual expansion, changes her name to "Space", Glorantha, whitout any explanation, maybe to attract a little interest, decides to name herself "IRL", a no sense word in any language, but has glorantha any sense ? at the end of A+2, human beings start to leave their cave, now the only "smart" race on earth. age A+3 humans succeed to conquer IRL, that is history at the end of age A+3 humans by a worldwide collective effort, launch a new project "Icarius", a vessel able to visit the space. They don't see the trolls, they don't see the spirits, they don't see what is beyond the space, but they open a breach age A+4 there is no age A+4, chaos has no time
  12. from my opinion, something chaotic happens when an action is believed chaotic by the author, the victim or the observers (observing during the action or after) observers could be a lot of things (people, spirits, gods, ...) aka observers is the GM so if people believe cannibalism is a chaotic fact, that becomes a chaotic fact, and chaos happens (not in the next second of course) if people consider this particulary cannibalism action as non chaotic, then that doesn't become a chaotic fact. the chaos may happen in three ways: 1) curse, and now there are new chaotic monsters in the neigbourhood (succube, broos, gorps ...) 2) the author gains % in the chaos rune 3) both 1) and 2) that's just my opinion, but it explains why some actions are in some circumstances chaotic and in some non chaotic.
  13. yes that's why, for me, there is no changes to "request" in official rules , but house rule only, and table chooses what is important for its own, because nothing is obvious. Personaly, I follow the rules and sometimes simplify it, fights are a little bit boring for me (too many rolls for few events, even if the >100% rule gives less rolls than previous edition)
  14. yes, day after day, that is my conclusion too that is not obvious, but the issue is the opposite (separate combat styles ) is not obvious too if you know how to use [ {axe + shield} vicking style], you know how to use [ {axe only} no style ] or [ {shield only} no style] or even [ {spear + shield} zulu style ] at a better level than someone without any experience.
  15. so cute (the pet, not the bab's of course πŸ˜› don't want to discuss with her axe)
  16. yes that is what i described until we have rules, but here you re describing the "not initiated option" (or what I understand to be it) the pc request for a heroquest, but a lot of decisions (how much, when, who..) are abstract as that is the clan ring who decides. Note that is probably the best way, I agree, and will do all my possible to put the player in this way that does'nt answer the option "I organize the heroquest myself, i order people to do things, I decide myself how many cows (or anything else) I sacrifice because I am the priest / rune lord / leader", like the king of dragon pass game proposes. the "mentor card" is not always available, nobody available to abstract it. And that was my last part : Not yet a rule, so see what players are able to pay, and adapt what they "bought" I use the spoiler to not pollute too much the topic πŸ™‚
  17. in fact ... that means 3 branchs movement, anticipated change, reaction change, the rune is well designed, isn't it ?!
  18. there are two things about movement and change movement = illusory motion change = 2 options : 1) you know, when you cast the spell, what will be the "show" (you know that there will be a sword , disappearing in flames, after 2 minutes, etc...") from my perspective, I would request illusory motion. 2) during the spell, because something happens , you want to turn the staff into a snake from my perspective, I would say : "you must stop the first illusion (staff) then cast a new illusion spell (snake)"
  19. I have the same issue πŸ™‚ I m not confortable because there is not clear "cost" and "benefit" (aka how much mp / pow to obtain what) It is easier (for me) about background and "mundane material" (cows, ceremony, sing, etc...) , and @jajagappa answered well (as usual !) and better than any thing I could propose Of course ! that's the best way for me, until we have the next rules. and that eases the reward too (the impact is for community not for pcs, of course pc could gain something, like what shaman can obtain) yes, and when you will know the rules, if there is any inconsistency with what you (gm) said, you would be able that was the npc who said wrong thing ! the hard point : you need to know the investment, and you need to know the benefit. I would say in this case : - don't try to know "where" the pc go (mundane / hero / god / level x plan). In fact I even not sure gloranthan are able to determine it exactly - prefer to see what they sacrifice (during the start AND during the quest), and adjust the benefits: --> Few pow / 20 mp ? a spirit spell is found, a blessing for one or two seasons ? one little bonus for the pc (like a yelmalio gift, or possibility to sacrifce 1-2 pow for hero points / or even if very little ambitious start, a rune spell. Maybe a weak allied/friend spirit ?) --> 20 cows ? two slaves ? hundreds mp ? 20 pow ? a new divine spell to the wyter ? a blessing for few years ? bigger bonus for the pc (same level that previously but a reward per station and maybe a rune at 100% ? ) --> more ? whooo able to "disturb" the red emperor, argrath, harreck ? very big price for the pc (permanent new ability : fly , eternity, split fire....) but I m really not sure of my hypothesis. In all cases, my opinion is that is not your role to say your players "if you want to go there and obtain that, you must pay this" I m more inclined to say "you read/remember / .. that this quest was done after all the tribe gather together and sacrificed dozens of cows and pig, at least six priests lead the worship ceremony for a week before the heros leave our world to save our community. When they returned successfully we found our fields full of good grain and we were able to eat. They save our life". Let them define what it means, what they expect, and propose opposition and gain after.
  20. I see I'm not alone ( @David Scott answer) πŸ˜‰ however it could be fine to have in some "new version bestiary", or any other publication (wiki ? jc ? *) something presenting what are the different "status" * a specy has we already have the rune for some races but we could generalize it with monsters and anything (even gear, after all) - the runes would help (detection, sorcery spell, ...) - the living / dead / undead / spirit / ... - a kind of "family" notion could be helpfull too : draconic, human, troll, sword, tool, ... (roll against knowledge, detect spell, ...). Of course the family notion should be aligned with the spell granularity - other I don't have in mind today * note that something very important to me is the "canon" of this document. the point is to let no interpretation, people may have any house rule they want (I include myself) but my idea is to help understand official rules, to have the common fundation. So i'm not sure about Jonstown, would prefer ... Nochet.
  21. for me that's for some "suicide" mission. Infiltrate, kill the target, then do what you can to survive, but the success is the target's death, not your survival. At least, you may be worshipped and honored after your life, that a huge bounty !
  22. If I were an eurmali, I would say it was the plan πŸ˜› but no, i m just a poor guy 😒
  23. what about the 6 / 7 souls of any "being" ? Note that my opinion is like yours, but I have this issue: the 6/7, and no answer !
  24. probably something to add in the rules book(s). Not a new rule, "just" a definition of "living", "undead", "spirit", etc.. could be very nice. Even if, probably, a lot of people will read it, continue reading and forget it !
  25. if you apply a "true" (well I m not specialist at all, I cannot say if using a spear is irl easier than using a kopis, I trust you, that's all) simulation you must too : - go deeper with armor (malus to attack/parry depending on the weapon, different restistand depending on the weapon), - go deeper with hit area : one damage may kill someone (throat, heart, etc...),difficulty to focus an area depending on the weapon - go deeper with fatigue (skill malus, damage malus, mood malus) - go deeper with situation (skill malus depending on the weapon, horse, tunnel, water, field size, etc...) - go deeper with mood (wound after wound, friend after friend, ennemy after ennemy, orate skill, etc...) - go deeper with concentration (distraction, scream, ....) - go deeper with special techniques giving more opportuinities/damage/etc (I have not the english word, in french "botte" when you talk about fencing) - don't know what else well go deeper with so many things that at the end of the day we will play only magical fights because physical fight is too complex to modelize or to apply πŸ˜› For me (I understand that other would have different view) the lack of simulation is more about psychology, in fight but not only, and "technique"/"school" of fighting. But every time I go in this direction with house rule, I obtain more issues than benefits
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